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Question by BarnMS · Feb 16, 2019 at 08:57 AM · spritestilemapmasking

How would I create a mask based on my tilemap

I am trying to add a paint splatter and can't seem to figure out how I am going to programmatically create a mask for the sprites.

I was thinking maybe I could use the tilemap collider, but I can't seem to get it to work. I have this code but that's it:

 void FixedUpdate()
 {
     transform.Translate(new Vector3(0, -0.25f, 0));
     if (transform.position.y < -10f)
         transform.Translate(new Vector3(0, -transform.position.y, 0));
 
     for (int x = -80; x < 80; x++)
     {
         // Cast a ray straight down.
         RaycastHit2D hit = Physics2D.Raycast(new Vector3(x/4, transform.position.y, transform.position.z), Vector3.forward, Mathf.Infinity, 1 << 16);
 
         // If it hits something...
         if (hit.collider != null)
         {
             Debug.Log(hit.collider);
         }
     }
 }

Edit: The tilemaps are on layer 16

Edit 2: I have managed to solve this issue however I had to code my own solution to draw the tiles using prefabs with the Sprite Mask component on each

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Answer by BarnMS · Feb 17, 2019 at 11:39 AM

I have managed to solve this issue however I had to code my own solution to draw the tiles using prefabs with the Sprite Mask component on each

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Answer by Bee2008guy · Jun 30, 2019 at 08:22 AM

@BarnMS can you release the script on something like github???

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